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Member Since 14 Dec 2011
Offline Last Active Apr 28 2016 09:27 PM

Posts I've Made

In Topic: Seeking feedback on "Welcome to the New World", my new orchestra piece.

20 April 2016 - 02:22 PM

I like it, Im not really sure what feedback I can give without the context of the music, it sounds like it would fit a JRPG well. Also it seems like some of the instruments are very hard panned with not much going on in the center, not sure if this was intentional. I listened to some other music on your channel, I like your general sound, your melodies are quite unique.

Thanks for the comment. As for the panning; that's just how the samples are panned by default.

In Topic: Looking for feedback on "Tranquility", a solo piano piece.

11 March 2016 - 09:45 PM

I'm ok with the composition, but I'd like to hear more punch and probably more low end in it; sounds a bit thin at the moment.

So by more punch; you mean I should probably add more compression right?

In Topic: Where can I find high quality reference tracks for free?

29 September 2015 - 09:42 AM

One of the things you can help is to imrpove your analytical listening. Active listening involves training your ear to hone in on elements in a song. Taking a whole mix and deconstructing it so you can analyze how it was constructed in the mix.


Reference tracks are songs that are mixed well in the genre you are mixing and using them as a tool to help re-create the same EQ, reverb, panning and volume for the parts. Then you can A/B your mix with the reference track and see how they compare.


Draw a square on a piece of paper. Listen to a song you're using as a reference.


Within that square, draw what instruments and where they are in the stereo field, how far back they are in the mix - volume, placement with wet reverb.. etc - how you percieve it.

Identify processing used - chorus, flange, echo, reverb.. eq.


You should be able to construct a fairly good graphic representation of a mix. This is the blue print you can use to apply to your own song.


These are actual exercises we had to do in an audio engineering course. We also learned how to hear individual frequencies on a 20 band EQ. Our lecturer used to test us twice a week by boosting or ducking one of the bands. 


Mixing is like playing an instrument, you don't just do it, you need to learn the basics first and then practice listening to other's play to try to emulate, and practice playing to improve. A lot of this skill is practice, and learning how to hear things in the music and then understanding how your processing and eqing will affect that mix.


There's no specific 'reference track' library persay, just songs that you aspire to mix as well as.

Well the problem I'm having is with a lot of mixes are hard to deconstruct. Often times the lower instruments will be difficult to hear in the mix or it will be hard to tell where stuff is panned. Ideally, I want clarity in my mixes.


I've mostly been trying to use Royalty-Free music for reference tracks; but they seem to lack clarity. Either because of compression or some other factor. Some tracks will use too much reverb too.


I understand EQ and everything. But if I could find high quality uncompressed reference tracks; it could improve my music.

In Topic: "Funky Groove" a new jazz/funk hybrid song by me...

13 August 2015 - 11:02 AM

Sounds pretty dang good, would be great lobby music biggrin.png

Thanks for the compliment.


Don't forget to check out my youtube channel here, for more music:


In Topic: My first game music

15 July 2015 - 07:20 PM

Hey, programad, I listened to your song. I liked it and feel that it would work perfect for an old-school 2D platformer.


However, there are some things that could be improved. For instance; the drums used sound very unrealistic. I would try to add some velocity variations and use more realistic samples. As for the drum sequencing; it's basically the same loop over and over. I would insert some fills into the drum part to add variation. But even inserting a random snare or a random kick here and there will help add variation. Lastly with the drums; I felt that the crash cymbal was too low in volume. I would turn it up in the mix.


Mixing-wise, everything sounds like it's playing from the center. I would try to pan the hi-hats farther left and the synth pads farther right. Panning will help give each instrument its own space.  Arrangement-wise; the guitar, the synth pads and the vibraphone seem to all be playing in the same range. Personally I would raise the vibraphone up an octave.


So I think the following things will improve your songs:

1. Make sure you use realistic samples.

2. Make sure you add velocity variation to the samples. This will especially help your drum parts sound more realistic.

3. Add variation to your sequenced parts; so it doesn't sound like a loop is being played throughout the whole song.

4. Pan some of your instruments; so that everything isn't playing from the center.

5. Make sure not too many instruments are playing in the same frequency range.